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[bot] Implement/match n_GetPlayerHealth(...)
* Implement/match `CNetGame::GetPlayerHealth(...)`
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README.md
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README.md
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# San Andreas Multiplayer
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This is an ongoing matching decompilation of the 0.3.7 version of San Andreas Multiplayer.
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## Status
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- [ ] **samp.exe** - Mostly decompiled. Not matching due to issues with PACKAGEINFO.
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- [ ] **samp.dll** - Incomplete.
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- [x] **rcon.exe** - Fully decompiled.
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- [x] **samp_debug.exe** - Fully decompiled.
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- [ ] **samp-server.exe** - Incomplete.
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- [ ] **samp03svr** - Incomplete.
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- [x] **announce.exe** - Fully decompiled.
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- [ ] **announce** - System and the GCC version not have been determined.
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- [ ] **samp-npc.exe** - Incomplete.
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- [ ] **samp-npc** - Incomplete.
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## Building
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### Requirements
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- A clean virtual machine with Windows XP installed
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- Microsoft Visual C++ 6.0
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- Microsoft Visual C++ 6.0 (Service Pack 6)
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- Microsoft Visual Studio .NET 2003
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- Borland Delphi 7
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Note(s):
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- Make a backup of your Microsoft Visual C++ 6.0 installation before you install Service Pack 6 update. This update will overwrite your compiler binaries and alter your building results. You can find your Visual C++ 6.0 installation at `C:\Program Files\Microsoft Visual Studio`.
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### Compiling
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#### Windows
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TODO
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#### Linux
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TODO
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## Contributing
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If you are interested in this decompilation project, feel free to create a pull request.
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@ -142,6 +142,29 @@ BYTE CNetGame::GetPlayerArmedWeapon(PLAYERID playerId)
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}
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}
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}
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}
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BYTE CNetGame::GetPlayerHealth(PLAYERID playerId)
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{
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if(playerId >= MAX_PLAYERS) return 0;
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if(bPlayerSlotState[playerId] == FALSE) return 0;
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if(bytePlayerState[playerId] == PLAYER_STATE_ONFOOT)
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{
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return unnamed_3[playerId].byteHealth;
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}
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else if(bytePlayerState[playerId] == PLAYER_STATE_DRIVER)
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{
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return unnamed_4[playerId].bytePlayerHealth;
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}
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else if(bytePlayerState[playerId] == PLAYER_STATE_PASSENGER)
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{
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return unnamed_5[playerId].bytePlayerHealth;
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}
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else
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{
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return 0;
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}
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}
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//----------------------------------------------------
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//----------------------------------------------------
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// MATCH
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// MATCH
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BOOL CNetGame::IsPlayerAdded(PLAYERID playerId)
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BOOL CNetGame::IsPlayerAdded(PLAYERID playerId)
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@ -111,6 +111,7 @@ public:
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BOOL GetPlayerPos(PLAYERID playerId, PVECTOR Vector);
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BOOL GetPlayerPos(PLAYERID playerId, PVECTOR Vector);
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VEHICLEID GetPlayerVehicleID(PLAYERID playerId);
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VEHICLEID GetPlayerVehicleID(PLAYERID playerId);
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BYTE GetPlayerArmedWeapon(PLAYERID playerId);
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BYTE GetPlayerArmedWeapon(PLAYERID playerId);
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BYTE GetPlayerHealth(PLAYERID playerId);
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void StopRecordingPlayback();
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void StopRecordingPlayback();
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void PauseRecordingPlayback();
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void PauseRecordingPlayback();
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@ -186,7 +186,10 @@ static cell AMX_NATIVE_CALL n_GetPlayerArmedWeapon(AMX *amx, cell *params)
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// native GetPlayerHealth(playerid)
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// native GetPlayerHealth(playerid)
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static cell AMX_NATIVE_CALL n_GetPlayerHealth(AMX *amx, cell *params)
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static cell AMX_NATIVE_CALL n_GetPlayerHealth(AMX *amx, cell *params)
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{
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{
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// TODO: n_GetPlayerHealth
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if(pNetGame->GetPlayerPool()->GetSlotState((PLAYERID)params[1]))
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{
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return (cell)pNetGame->GetPlayerHealth((PLAYERID)params[1]);
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}
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return 0;
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return 0;
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}
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}
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